• WWW.TECH-WD.COM
    سامسونج تطلق الإصدار التجريبي الثالث من One UI 7 لهاتف جالاكسي A55
    الرئيسية/منوعات/سامسونج تطلق الإصدار التجريبي الثالث من One UI 7 لهاتف جالاكسي A55 منوعات سامسونج تطلق الإصدار التجريبي الثالث من One UI 7 لهاتف جالاكسي A55في تطور جديد لمستخدمي هواتف سامسونج، أطلقت الشركة الكورية الإصدار التجريبي الثالث من واجهة One UI 7.0 لهاتف جالاكسي A55، مصحوباً بتحديث أمني لشهر مايو 2025، في خطوة تجعل هذا الجهاز أول هاتف ذكي يحصل على تحديث مايو الأمني.يأتي تحديث One UI 7 Beta 3 لهاتف جالاكسي A55 برقم إصدار A556EXXU7ZYD7، وهو متاح حالياً للمستخدمين في الهند. يبلغ حجم حزمة التثبيت لهذا التحديث حوالي 335 ميجابايت.يجلب التحديث إصلاحات للمشاكل التي واجهها المستخدمون في الإصدار السابق لتوفير تجربة أفضل. بالإضافة إلى ذلك، يقوم بتثبيت أحدث تصحيح أمني لنظام أندرويد الصادر في مايو 2025 لتحسين أمان واستقرار النظام.الإصلاحات الرئيسيةحسب سجل التغييرات الرسمي، يعالج التحديث عدة مشاكل مهمة:إصلاح مشكلة عدم ظهور أيقونة “البرق” في رمز البطارية بشكل صحيححل مشكلة اختيار الأيقونة الخاطئة عند النقر المزدوج في إعدادات شريحة SIMإصلاح ميزة التسجيل المزدوج للكاميرا التي كانت تعرض رسالة خطأتحسين الاتصال مع بعض المعينات السمعية التي كانت تنقطع أثناء المكالمات عند تشغيل ملفات MP3العديد من التحسينات الأخرى لأداء النظامكما يوفر التحديث التجريبي الثالث أداءً أفضل وتجربة أكثر سلاسة لمستخدمي جالاكسي A55. يمكن للمستخدمين المشاركين في البرنامج التجريبي تنزيل التحديث عبر الإعدادات >> تحديثات البرنامج >> تنزيل وتثبيت.يأتي هذا التحديث في الوقت الذي تعمل فيه سامسونج على توفير تحديث One UI 7 لمزيد من أجهزة جالاكسي، مما يشير إلى التزام الشركة بتحسين تجربة المستخدم وتوفير أحدث ميزات الأمان لمجموعة متنوعة من أجهزتها. بواسطة Sammyfans تابع عالم التقنية على
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  • WWW.UNLIMIT-TECH.COM
    Motorola Razr 60 Ultra ينطلق بمعالج Snapdragon 8 Elite ومقاومة IP48
    كشفت Motorola عن جيل 2025 من هواتفها القابلة للطي بنمط Flip، وهي الأولى التي تقدم مقاومة للغبار. يأتي Motorola Razr 60 Ultra بتحسينات كبيرة، بينما يركز Razr 60 على السعر الاقتصادي.Motorola Razr 60 Ultraيتميز Razr 60 Ultra بشاشة محسّنة، بطارية أكبر، كاميرات متطورة، وأداء رائد. يُعرف في الولايات المتحدة باسم “Motorola razr ultra”، متخليًا عن تسمية “razr+ 2025”. يحمل تصنيف IP48، مما يوفر حماية ضد الجزيئات الكبيرة والغمر في 1.5 متر من الماء. أصبح الجسم أكثر سمكًا (7.2 مم مفتوحًا/15.7 مم مطويًا) وأثقل (199 جرامًا)، لكنه يوفر بطارية سعة 4,700 مللي أمبير (زيادة 700 مللي أمبير عن السابق)، مع شحن سلكي 68 واط ولاسلكي 30 واط. شاشة الغطاء (Cover Display) مقاس 4 بوصات من نوع P-OLED محمية بـ Gorilla Glass Ceramic، وتدعم تقنية LTPO بمعدل تحديث يصل إلى 165 هرتز، ألوان 10 بت، تغطية 100% لـ DCI-P3، وسطوع 3,000 شمعة. الشاشة الرئيسية مقاس 7 بوصات بنسبة 22:9، بدقة 1224p+ (كثافة 464 بكسل/بوصة)، تدعم LTPO بـ 165 هرتز، ألوان 10 بت، تغطية 120% لـ DCI-P3، وسطوع 4,000 شمعة.يعمل الهاتف بمعالج Snapdragon 8 Elite، مع 16 جيجابايت LPDDR5X RAM، وتخزين UFS 4.0 يصل إلى 512 جيجابايت (1 تيرابايت حصريًا عبر Motorola.com). يعمل بنظام Android 15 مباشرة.الكاميرا الرئيسية بدقة 50 ميجابكسل (f/1.8، 1.0 ميكرومتر، OIS، Pantone Validated) تدعم تسجيل فيديو 8K بـ 30 إطارًا/ثانية و4K بـ 60 إطارًا/ثانية، مقترنة بكاميرا فائقة العرض بدقة 50 ميجابكسل (122 درجة، f/2.0) تدعم التصوير الماكرو. الكاميرا الأمامية بدقة 50 ميجابكسل (f/2.0). يدعم الهاتف ميزة المفتاح الرقمي للسيارات عبر NFC وUWB لسيارات BMW وMini، وDolby Vision للتسجيل والتشغيل، وDolby Atmos لمكبرات الصوت الستيريو. يتوفر بألوان Pantone: Rio Red، Scarab، Mountain Trail، وCabaret.Motorola Razr 60يُعرف في الولايات المتحدة باسم “Motorola razr 2025″، ويحافظ على موقعه كخيار اقتصادي مع تحسينات طفيفة. يحمل تصنيف IP48 أيضًا. شاشة الغطاء مقاس 3.6 بوصة، أكبر من منافسيه مثل Galaxy Z Flip6، والشاشة الرئيسية P-OLED مقاس 6.9 بوصة بدقة 1080p+ ومعدل تحديث 120 هرتز. يعمل بمعالج Dimensity 7400X، مع تحسن بنسبة 15% في أداء الذكاء الاصطناعي، وخيارات ذاكرة 8 أو 12 أو 16 جيجابايت، وتخزين من 128 جيجابايت إلى 512 جيجابايت (1 تيرابايت حصريًا). البطارية 4,500 مللي أمبير (زيادة 300 مللي أمبير)، مع شحن سلكي 30 واط ولاسلكي 15 واط. الكاميرا الرئيسية 50 ميجابكسل (OIS)، فائقة العرض 13 ميجابكسل (ماكرو)، وأمامية 32 ميجابكسل.الأسعار والتوفرفي الولايات المتحدة، تبدأ الطلبات المسبقة لكلا الطرازين في 7 مايو، مع توفر النسخ المفتوحة في 15 مايو عبر بعض الشركات. يبدأ سعر Razr 60 Ultra من 1,300 دولار، وRazr 60 من 700 دولار. في كندا، تبدأ الطلبات المسبقة في 7 مايو، مع توفر Razr 60 في 15 مايو، وRazr ultra في 3 يونيو. في المملكة المتحدة، يُباع Razr 60 Ultra (16/512 جيجابايت) بسعر 1,100 جنيه إسترليني.كما أعادت Motorola تحسين Razr+ 2024 بتصنيف IP48 ومفصلة محسنة.المصدر:
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  • WWW.YOUTUBE.COM
    أنواع من الناس الذكاء الاصطناعي مش هيقدر يستبدلهم أبداً!
    أنواع من الناس الذكاء الاصطناعي مش هيقدر يستبدلهم أبداً!
    0 Commenti 0 condivisioni 27 Views
  • GAMEDEV.NET
    What else can I add?
    Author Hey. I've been developing a very simple arcade videogame, and I don't know what else I can do. The other thing I want is that someone plays my game and tells me what thinks about it. I have even created a Fandom wiki (becouse wikipedia needs references, and no one knows me), but no one has entered into the wiki yet, and much less downloaded the game. If someone reads this forum, here's the wiki url, if you want to test the game: https://hypernova-horizon.fandom.com/wiki/Hypernova_Horizon_Wiki (enter to Behind the scenes/Downloads to download the game) @vanxo , welcome to gamedev.net. You aren't asking a programming question, so I moved your post to the Game Design forum. Please browse the forums so your subsequent posts can be placed properly. Good luck with your project! Advertisement A friend of mine always talks about his favorite Indian cricketers, and I wanted to stay in the loop. I found india-cricket.in , and it’s been great for following the latest news, player rankings, and upcoming games. I like that it offers a mix of content for both casual fans and serious cricket followers, keeping everyone informed and entertained.
    0 Commenti 0 condivisioni 27 Views
  • KOTAKU.COM
    Our Thoughts On Clair Obscur: Expedition 33, The Marathon Alpha, The Hundred Line, And More Of The Week's Top Takes
    This week we spent some time with the Marathon alpha and tell you what we loved and hated about Bungie’s upcoming extraction shooter. We also found ourselves seduced by Clair Obscur: Expedition 33, smitten with the new time-travel-themed point-and-click adventure Old Skies, and impressed with The Hundred Line, the new collaboration between the makers of Danganronpa and Zero Escape. Read on for these opinions and more.
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  • UNITY.COM
    How BMW is leveraging Unity to open up new dimensions for the driving experience
    With a rich history rooted in superior engine performance, most know the BMW brand as being synonymous with an elevated driving experience. As the BMW Group has also been known for pioneering digital innovations in the automotive industry in the past decade, it should come as no surprise that in the last several years, the research team at BMW Group has been leading the charge when it comes to finding ways to bring augmented reality technology to their vehicles. We sat down with research engineers Manfred Pauli and Wolfgang Haberl to discuss their vision for the future of driving and how BMW is innovating the in-vehicle experience with augmented reality (AR). Which teams or business units at BMW are currently utilizing Unity?Manfred: We are a part of the BMW Group research team. We build early prototypes, and provide a lookout for future generations of BMW vehicles. Unity is used throughout the company, especially for designing head-up display graphics or developing graphics prototypes.How does this new prototype for a head-up display work? What are the current capabilities when it comes to using AR to build a new driver experience?Wolfgang: In this case, it is an AR glasses display, so it has some similarities to the head-up system. We try to see what the specifics for AR glasses are and where they make sense in addition to a traditional head-up display. Our current prototype includes some driver and some passenger-related use cases to demonstrate the range of possibilities. For the driver, we have driver assistance augmentation. You see, for example, assisting graphical distance representations during parking, you have your navigation arrows that guide you exactly along the road and the intersections where you have to turn. It also highlights other things, like markers for potholes and construction sites, as well as some signage that you might overlook, like a speed limit or pedestrian crossing. All that information is brought into your central view in AR. For the passenger, we are really trying to explore what might be a nice usage of time in the car. We have implemented a gaming example that allows you to collect coins that appear along the driving route in order to gain points. We also have a feature that lets you use the glasses as your personal movie theater.Can you speak about what goals you are ultimately trying to achieve by bringing AR to drivers? You touched on safety and navigation, as well as the overall driving experience and making it more immersive. What do you hope to see?Manfred: BMW is, as you know, not a manufacturer of AR glasses. So, what we want to do is enable the customer to be able to connect their existing AR glasses that they already use outside of the car. The overall goal is to make any set of AR glasses work inside the car, as we have done with the smartphone. There are already a multitude of AR apps, but what is on the market right now doesn’t work during a drive because the car and head both move. The devices have to be able to differentiate between these movements, but to our knowledge, none of the glasses manufacturers can do the necessary 6 degrees-of-freedom (6-dof) tracking without additional data from the car yet. We have developed our own glasses tracking algorithm, software, and vehicle interface so that we can enable glasses to work inside the car. That is the first step.Wolfgang: Getting this basic system to work has taken up a lot of our time over the past years. This tracking solution enables us to place stable augmentations while the car is moving. Now we are able to put virtual assets on the dashboard that follow the movements of the car. At the same time, we can place signage or markers on the road or on a building in your surroundings that are independent of the movements of the car or the user’s head.We are prototyping different use cases to see what makes sense and what is helpful for the driver. Of course, it is always about creating content that will make driving safer. We are trying to see what we can display to reduce your cognitive load when you have the augmentation right in front of you. We test these features with test drivers in our simulator to study whether their reaction times get better when wearing the glasses compared to using a classic cockpit.Will AR glasses be complementary to what you're seeing in the head-up display or is it basically the same information?Wolfgang: We think that current AR glasses could be a great extension to a regular head-up system. The head-up display provides important information that is not world-locked, like vehicle speed, turn-by-turn navigation, and the current speed limit. It is always available, no matter whether you’re weaning the glasses or not. The glasses provide a huge field of view, significantly larger than the image sizes of any head-up displays. This allows coverage of a good portion of the real world with augmentations, thus extending the traditional head-up.Let's talk a bit more broadly about the auto industry and general AR adoption. As you said, this is all in early development. What do you think the current state is for most manufacturers, and what are you, as BMW, and others prioritizing as you move toward this?Wolfgang: From what we see on the market, a lot of companies are currently integrating AR features into their existing head-up systems, which from our point of view makes a lot of sense. At the same time, these solutions are still limited to the smaller field of view of the head-up system. That’s why we put a lot of effort into AR glasses to see how they could make use of the remaining field of view. We have the only system right now, which works with a small pair of AR glasses that are really ergonomic and provide a compelling form factor and design (the Xreal Air 2). We have put a lot of development effort into getting the tracking to work on a customer- friendly device.We hope more companies that produce glasses will cooperate with us and make their glasses compatible with our vehicles. In the future, we expect glasses to be as ubiquitous as smartphones. We want to set an industry standard with our integration in order to provide a common ground for glasses manufacturers and car manufacturers to have a working platform independent of a certain combination of glasses and car brands.Manfred: We went public with a different pair of glasses in 2014. We used ODG smart glasses, and if you compare those to the ones we’re using now, a lot has changed. The field of view has almost doubled, and image quality has improved a lot. In addition, we can now use Unity. We are really glad to see this technology mature and are proud of our work.What limitations around driver safety, consumer expectations, or hardware are you considering when you think about the next phase of this?Wolfgang: From a consumer’s point of view, we want glasses to get even smaller in order to increase wearability and comfort. Most of the current devices are targeted towards indoor use and have a very little tint. So, if you’re driving outside in the sun, the tint might not be dark enough to see the displayed content. On the other hand, if you’re driving at night, you don’t need any tint at all. Consequently, dynamic tinting is a desirable feature. At the same time, you need a very good display that provides a broad range of brightness to achieve convincing image quality even in bright sunlight.Many of these glasses are also battery-powered, so they have a limited runtime. Of course, we also provide the most important driving information in one of the car’s built-in displays for safety reasons. Still, we hope to see runtimes increase for longer drives.We are able to merge the separate display areas of our different systems in the car to avoid overlap. With our tracking system, we know exactly where the glasses are looking, and we also know where the area for the head-up system and other displays are. So, we can omit putting items in the glasses on top of other displays, giving us the possibility to run them in parallel.What are your hopes for BMW’s role in the development of this technology?Manfred: BMW was the first to introduce the head-up display technology, inspired by the aviation industry. So what's next after head-up? We are launching a completely new user interface with the BMW Panoramic Vision in series vehicles starting in 2025. The whole width of the windshield is then used for display, pillar-to-pillar. We are always thinking about what’s next. We want to point out the huge benefit of AR glasses in the car. Our main goal is creating maximum safety in combination with sheer driving pleasure. BMW drivers are not distracted but intuitively supported in their driving task, resulting in additional excitement.Wolfgang: We believe an important step is creating a standard for car integration with more glasses manufacturers and to keep improving it. From a customer’s perspective, their glasses should simply work in their car, independent of the respective manufacturers.When it came to building this, how did you make the decision to choose Unity? How does Unity fit into your current development workflows?Wolfgang: Most of the companies offering AR glasses on the market right now support Unity. Today, the Unity Engine is the de facto standard for AR glasses. It definitely made the most sense for us to go with Unity for this reason.Manfred: The Unity Asset Store was another added benefit. The map plugins from Infinity Code were a huge help in developing navigation features. We had designers working on the prototype that would bring in assets from Blender, and then we integrated them into the Unity editor and deployed them through our Android devices. From everything around recording routes with our cars and simulation, Unity has been a very customizable tool that helped us out a lot.Wolfgang: We know that a lot of times, technical research projects are hard to convey or explain to non-experts and sometimes also to decision makers. We always try to implement use cases and great visualizations to transport the idea and the vision of the final customer product. Unity was a great help with abstracting away from all the low-level problems of getting the visualizations displayed in the desired way. This made our whole vision a lot more understandable and really fascinated people. It allowed them to see how cool and immersive the future of AR glasses in vehicles could be.Want to hear more about this exciting project? Watch our deep dive session with BMW from Unite 2024 in Barcelona.Explore the possibilities of Unity for automotive, or contact us for more information.
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  • VENTUREBEAT.COM
    How many people work in the game industry? | Two different views
    Amir Satvat, the game job champion, estimated recently that about 230,000 people work in the game industry. That sounded low to Kenn White, one of the leaders of the Game Industry Coffee Chat. So White’s crew dug into the numbers on their own and came up with their own defensible estimate of 740,000 to 900,000. White, a longtime game developer, said in a LinkedIn post that the median number of their estimates (ranging from low end to high end) is 833,000 game industry employees across more than 25,000 companies. That sounds a lot more impressive, but it’s such a wide variation compared to Satvat’s bottoms-up estimate. Satvat raised his estimate to about 350,000, based on his own analysis of White’s information, but the two sides still remain pretty far apart for people directly employed in games. White said in his post that this estimate this includes developers and publishers working in PC, Console, Mobile, AR/VR, as well as external developers and outsourcers. It includes functions like art, engineering, production, management, marketing, sales, and other SG&A and Admin functions. It is not meant to include (and we tried to ensure we did not include) headcount and companies whose primary competency is NOT developing or publishing games. “When we were working on this list (Kenn White, Brandon Hagerman, and others still), we got to collaborate with Amir Satvat in a very open, honest, top-down methodology, and kept asking ourselves: Why has no one done this work before to figure this out?” said Neil Haldar, a game industry veteran.Haldar added, “This is meant to be an answer for a snapshot in time. We might go back and re-run the research at some point, but it’s not meant to be a forever-updating body of work that many others will work on ad infinitum.” He said the group is open to feedback and will continue to work on the accuracy of the estimate and the assumptions. The group has estimates for each country in terms of low and high estimates of the game industry employee population. Satvat said in a message to GamesBeat that he is supportive of the group’s exercise and they deserve credit for doing their numbers with realistic information to back it up. He acknowledges that the Game Industry Coffee Chat, which is a descendent of a group I used to frequent on Clubhouse, deserves credit for their research. Satvat’s own estimates come from a bottoms-up approach to counting. “For context, the 230,000 figure I had been using focused specifically on game developers, based on aggregating open role data and estimating headcount for studios without public numbers. That worked reasonably well for regions like North America — for example, my 104,000 U.S. estimate closely matches theirs — but I now realize it likely undercounted large markets like China and India, where data isn’t easily available in English,” Satvat said.That’s why he upped his estimate to 350,000. Savat added, “But the really interesting shift comes from reframing the definition — not just counting game developers, but all people working in the games industry. That broader framing is what could push the number to 600,000, 700,000, or even higher.” And he said, “While still relatively small compared to some industries, it’s much larger than anything I’ve seen cited before — most dev-only global estimates top out around 350,000. So I think this new framing will open up some healthy and important discussion.” Satvat counted developers tied to publicly visible job pages, live listings, and traceable hiring activity. “That’s still how I do it. If someone believes the real number is higher – and I am increasingly convinced it is much higher – I always ask: What company, with current open roles, are we missing? I want to know so we can put those jobs in front of real people looking for work,” he said. “That’s the entire reason my estimate exists. At any moment, folks like Mayank Grover and I only ever see about 10,000 to 15,000 open games roles globally.” He noted the Games Industry Coffee Chat researchers aren’t disputing that data point. “But here’s where things get fascinating – and why I’ve been so inspired by the GICC community’s work. They’re tackling the same question from a completely different angle: A top-down model pulling from global census data, labor bureau reports, and academic pipelines. That broader lens could land their estimate at 1 million+ people in or adjacent to the industry,” Satvat said. “I admire and love this exercise.The rigor, the effort, the transparency – it’s everything data work should be. Allow me, however, also to explain why reconciling that number is hard and why I still have many open questions, intended in a cooperative and inquisitive frame.”He noted that even if a top-down figure is directionally correct, it needs to pass other sniff tests – and that’s where things start to stretch and we need to answer tough questions. Unemployment math is one way to cross check the data. “If we believe in 240,000 workers and see 10,000 to 15,000 open jobs, that’s about 20% unemployment. But if there are a million workers, that drops to 5% unemployment — in line with general U.S. labor force averages. That doesn’t reflect the visible suffering and stagnation many in our field feel,” Satvat said. He noted that he tracks 3,000 game studios that hire with any regularity and don’t have dead websites. “Let’s say there 5,000 active studios worldwide and that many pass under our net. If there are a million people in games, the average headcount per studio would be 200, which doesn’t match the actual composition of an industry dominated by small and mid-sized teams,” Satvat said. “And it would mean, as opposed to the long-tail of most small and mid-sized teams that I track with less than 10 people, they would have to be 20 times bigger on average.” Satvat noted that every major aggregator — LinkedIn, Hitmarker, Work With Indies, etc. — surfaces a consistent number of open jobs. If we were dealing with a million-person industry, we’d expect far greater hiring activity across every region and platform, Satvat said. And if the headcount were that large, Satvat said we would see heavy hiring in emerging markets. Instead, most high-skill, high-compensation roles are still concentrated in North America, Europe, and select parts of Asia. If you extrapolate a million workers to about $185 billion in global games revenue, the revenue-per-employee math begins to break — especially when adjusting for roles in lower-cost regions or sectors with lower margins (QA, community, etc.), Satvat said. Satvat said that both his numbers and GICC’s numbers both matter — because they measure very different things. “Mine reflects the ‘hiring-visible’ active core of the industry — and is built to support people looking for work today. My original estimate of about 240,000 came from counting only companies with public job pages and listings. But even knowing what I do now, I believe the ratio analysis I used to account for studios I couldn’t see was too conservative,” he said. With the benefit of hindsight – and after seeing how the GICC team has surfaced global teams, regional directories, and indirect contributors — Satvat said he would up his estimate to 350,000. That is because he now appreciates the volume of studios and teams that don’t post jobs in the usual places but still employ staff. “I underestimated adjacent or support functions (QA, tools, operations, localization) that are part of internal teams but don’t always show up in job boards,” he said. “And I didn’t factor in as much of the Asia-Pacific and MENA ecosystems, where hiring is often harder to surface with standard scraping or tracking methods, often because of where roles are listed or language issues.” That said, Satvat argued that even 350,000 is still a focused count of the structured, salaried, and generally visible part of the global games labor force — not the entire orbit of talent with transferable skills or aspirational ties to games. Satvat believes GICC explores the broader career and skills ecosystem and represents the scale of where games touch the wider economy. “I don’t doubt that many of these roles exist – there’s strong top-down data suggesting they do – but I still struggle to see how or where to map them from a bottom-up perspective. That’s what makes it feel so murky to me,” Satvat. “In short, this is a very hard number to pin down – and even if we do, it’s equally hard to ringfence it with a consistent definition.” Still, Satvat said, “If you ask me which figure I’ll point people to going forward, I’ll reference the GICC work. I strongly encourage everyone to review their estimate and the methodology behind it – it’s thoughtful, transparent, and offers a critical top-down view of the industry’s broader footprint.” He added, “That said, for my own modeling – especially when tying estimates to the 10,000–15,000 open roles we see at any given moment – I’ll continue to use a more conservative 350,000 estimate. That reflects what I consider the hiring-visible, active core of the video games industry that I can reconcile at an individual company and role level.” Satvat said he could be convinced to increase his estimate if someone shows him studios with live job openings that aren’t yet in the games jobs workbook. That’s how he will reconcile the gap between the bottom-up and top-down – one real opportunity at a time. He said whatever the number winds up being, his goal is to put more real jobs in front of real people, understand where the gaps are, and help every developer, artist, and dreamer find their way. He thanked GICC for their efforts. For my own part, I think the game engine makers have more data that is worth cross checking and I would love to see them weigh in. Unity, Epic Games’ Unreal and even Godot could help us understand how many engines are out there being used on a regular basis, and where they are. I would encourage them to join this conversation. I have brought it up with them in the past. GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured.
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  • WWW.SKYNEWSARABIA.COM
    موظفون في "غوغل" ببريطانيا يرفضون صفقات مع إسرائيل
    وأفاد التقرير، نقلا عن مصادر مطلعة، بأن حوالي 300 موظف من "غوغل ديب مايند" في لندن يسعون منذ أسابيع للانضمام إلى نقابة عمال الاتصالات. وتتبع "غوغل ديب مايند" شركة "ألفابت"، المالكة لـ"غوغل". ولم ترد "غوغل" و"غوغل ديب مايند" ونقابة عمال الاتصالات، على طلبات "رويترز" للتعليق حتى الآن.  وذكرت الصحيفة أن التقارير الإعلامية التي تشير إلى أن "غوغل" تبيع خدماتها السحابية وتقنياتها للذكاء الاصطناعي لوزارة الدفاع الإسرائيلية أثارت قلق الموظفين. وكانت "غوغل" قد واجهت مشاكل في السابق فيما يتعلق بعلاقاتها مع إسرائيل، عندما فصلت 28 موظفا العام الماضي بعد احتجاجهم على صفقة خدمات سحابية أبرمتها الشركة الأميركية مع الحكومة الإسرائيلية.
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  • WWW.GAMESPOT.COM
    What Is Rosewary In Blue Prince
    Are you also curious about the word Rosewary in Blue Prince? This particular term found in a document might be one of the strangest tidbits in the entire game. While it does point you toward a certain location, it seems that there's nothing that you could do, at least for now. In any case, we'd like to remind you that this article contains major spoilers for the late-game stage.What is Rosewary in Blue Prince - The Rosewary mystery guideThe clues and hints pertaining to Rosewary can be found in a couple of locations. However, you must complete several tasks before you can reach these areas:Numeric Cores and Still Water - The Numeric Cores from the Wine Cellar/Vault Puzzle result in a clear phrase. From this point, you have to collect Still Water so you can reveal the hidden contents of blank books.Atelier/Mount Holly Blueprints - Eventually, you'll enter the Atelier Maze, a discombobulating area filled with lanterns, winding passageways, and Mora Jai boxes. Rosewary in the blank bookThe first clue pertaining to Rosewary in Blue Prince comes from a blank book in the Library. When you pour Still Water on it, it reveals a letter from Baroness Auravei addressed to one of her sons. In it, Auravei says: "The end of the spiral is near! Stay vigilant and rosewary, for the thorns we discover are twice as sharp at the conclusion of each of our journeys."Here's the kicker: Rosewary isn't an actual word. Initially, we thought this might refer to Mary/Marigold, your character's mother, but it seems like a stretch. It also doesn't translate into a clear Erajan phrase that we know of. Rosewary in the AtelierWhile mulling over the meaning of the word, we then took a long and hard look at the Atelier door--i.e. the one that had the names of several rooms placed akin to the manor's grid-like structure. Then, when we checked the letters from the painting pairs in the Atelier, we were surprised upon noticing that they formed a word: ROSEWARY.The Foundation: RBallroom: OMusic Room: SCorridor: EGallery: WSolarium: AKitchen: RThe Pool: Y The T-shade in the SolariumNext, if you check the words from the Mora Jai boxes in the aforementioned rooms, you'll be able to rearrange them to form this phrase: "SEEK A SHADE TO PASS THROUGH THE A."At a glance, it seems that this is just a means of nudging you to pass through the Atelier. However, upon looking at the room with the corresponding letter "A," we saw that it was the Solarium. It just so happens that the Solarium in the manor has a shade--i.e. dark-shaded windows in the shape of the letter "T."Granted, we've done several tests that have proven inconclusive:We've tried using Shrine blessings to spawn the Solarium as an outer room at different days and times.We've drafted various rooms adjacent to or leading to the Solarium.We've brought various items, including those that belonged to Auravei in the past.We've even plopped down the Solarium in specific areas in the manor.As of the time of this writing, we can't tell if the Blue Prince Rosewary term and Solarium actually lead somewhere, or if this "shade" is just a rendering issue. Other discoveries in the Atelier: The Gallery PuzzleThe good news is that several players in the Discord server have managed to make a huge discovery. Led by Cogito Ergo Sum, users Toka, Sfayne, Swerds, and Soulflarz were able to decipher the word puzzle in the Atelier's version of the Gallery:The four words consist of one letter and several spaces that are left blank: _ M _ _ __ O _ _ _ _O _ _ _ _ _ __ _ _ _ _ _ N _While the words spell out "MOON," there's a deeper mystery to it. The group found the hidden words by including the letters from the rooms, which are seen when you trace the four paths through the Atelier--i.e. red, orange, purple, and blue/true path. EMPTYMOTHERONESELFSWANSONGWe've yet to find out what these words mean. In fact, we can't confirm if the Blue Prince Rosewary lead is part of an elaborate puzzle or if it's just another red herring. That said, once you reach this part of the game, perhaps you'd like to join the hunt in the Discord channel as well.A surreal adventure filled with wonders and mysteries awaits you in Blue Prince. If ever you feel stuck or lost at any point in time in your playthrough, don't forget to check our Blue Prince guides hub.
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  • GAMERANT.COM
    Sims 4 Fans Need to Keep an Eye on May 1
    The Sims 4 will be launching three new kits for players to enjoy starting on May 1. The arrival of the Restoration Workshop, Golden Years, and Kitchen Clutter kits in The Sims 4 will likely provide a lot more official pieces of furniture and Create-a-Sim items that players can use to spruce up their living spaces and custom characters.
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